Friends · LEVEL 3 · Verified walkthrough

The High Jumper

Let the jumping friend reach the three plates and the final lever. The heroes use the lower stairs and the moving platforms to collect all eight diamonds and reach their matching doors.

Level objective

Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

The High Jumper, friends level 3: actual game view with Fireboy, Watergirl, diamonds, elemental pools, matching exits, and this level’s mechanisms.
The level at its starting positions. Orange is safe for Fireboy; blue is safe for Watergirl; purple goo is dangerous to both.
Level at a glance
CampaignAnd Friends · 3 of 36
Collectibles4 fire diamonds, 4 water diamonds. 0 marked diamonds required; 8 optional.
Hazards1 lava pool, 1 water pool. Only your own element is safe; purple goo is dangerous to both.
Mechanisms3 plates, 1 lever, 4 moving platforms
Win conditionBring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.
ExitsFireboy: upper center. Watergirl: upper center.

Step-by-step walkthrough

  1. Free the heroes

    Select the jumping friend, move left and jump onto the yellow plate above the starting passage. Keep the friend there until the yellow gate rises and both heroes have walked through.

  2. Climb the lower stairs

    Each hero walks towards the right step, jumps straight up briefly, then steers right onto it. Fireboy collects its red diamond. Jump left onto the next shelf, collecting Watergirl’s blue diamond.

  3. Visit the matching pools

    Watergirl jumps left to the blue pool, walks to its far end and jumps for the blue diamond. Fireboy jumps right to the red pool and jumps for its diamond. Each then jumps back towards the raised middle arch.

  4. Bring the friend to blue

    The jumping friend leaves yellow, follows the lower right step and middle shelf, then crosses the blue pool to reach the middle arch. From the left side of the blue lift, jump right onto the high blue plate. This lowers the lift for the heroes.

  5. Raise both heroes

    Both heroes jump from the arch onto the lowered blue platform. Move the friend a little left off the blue plate, let the lift return to its upper stop, then move the friend to the lift’s left edge.

  6. Reach the green plate

    The friend makes the long jump left to the green shelf and stands on green. Its horizontal platform moves towards the heroes. Both heroes jump left onto it; Fireboy collects the red diamond along this transfer.

  7. Collect blue and return together

    Watergirl jumps above the horizontal platform for the blue diamond. Move the friend left off green to return the platform. As it reaches the left shelf, both heroes jump left together before it retracts beneath that shelf.

  8. Climb the upper steps

    Starting near the left wall, each hero jumps upwards before steering right onto the stairway. Watergirl jumps for the blue diamond over the lower stair. Continue up the steps and jump for Fireboy’s red diamond on the broad upper shelf.

  9. Board the orange lift

    Both heroes cross the upper shelf and jump right onto the orange platform. Leave them there while the friend climbs the upper stairs.

  10. Reach the final lever

    The friend climbs onto the upper shelf, walks near its right end, then jumps left onto the exit shelf. Walk left to touch the orange lever, raising the heroes’ platform.

  11. Enter the matching doors

    From the raised orange platform, each hero jumps up before steering left onto the exit shelf. Walk left to the matching doors. Either hero may enter first, and either player may control the jumping friend.

This route was verified in the game simulation using player controls, required diamonds, and both matching exits. It describes this version’s independently reconstructed room, not an official walkthrough.

How this room’s mechanisms work

  • Switch 1

    lower center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 1.

  • Switch 2

    middle center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 2.

  • Switch 3

    middle center

    Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.

    Controls Moving platform 3.

  • Switch 4

    upper center

    Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave.

    Controls Moving platform 4.

  • Moving platform 1

    lower center

    At least one of these inputs must be active: Switch 1.

    When powered, it moves up; when power is released, it returns.

  • Moving platform 2

    middle center

    At least one of these inputs must be active: Switch 2.

    When powered, it moves down; when power is released, it returns.

  • Moving platform 3

    middle center

    At least one of these inputs must be active: Switch 3.

    When powered, it moves right; when power is released, it returns.

  • Moving platform 4

    upper center

    At least one of these inputs must be active: Switch 4.

    When powered, it moves up; when power is released, it returns.

If you get stuck

Check the unfinished objective

The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.

A gate or platform moved back

A pressure plate releases when its rider or weight leaves. Keep your partner on it until you are safely across. Levers stay set after you leave; check their ON or OFF state before crossing.

You missed a moving platform

Return to safe ground and use the connected switch to bring it back. Board before your partner releases the plate or changes the lever. Avoid jumping into its underside; line up with the open shaft first.

You cannot recover safely

Pause and choose Restart level to reset both heroes, diamonds, weights, and switches. Previously completed levels stay saved. Follow the step order before moving a box or releasing a weight.

For touch controls, jumping, audio, or online connection problems, see player troubleshooting.

Level questions

How do you finish The High Jumper?

Let the jumping friend reach the three plates and the final lever. The heroes use the lower stairs and the moving platforms to collect all eight diamonds and reach their matching doors. Bring Fireboy to the orange exit in the upper center and Watergirl to the blue exit in the upper center. Both heroes must be at their own doors together. The 8 unmarked diamonds are optional; collect every diamond for a perfect clear.

How many diamonds are required in The High Jumper?

8 diamonds: 4 for Fireboy and 4 for Watergirl. None are required to finish. 8 unmarked diamonds are optional collectibles for a perfect clear.

Which hazards are in The High Jumper?

1 orange lava pool (lower center) and 1 blue water pool (lower center). Fireboy can enter orange lava; Watergirl must avoid it. Watergirl can enter blue water; Fireboy must avoid it. If either hero falls into a dangerous pool, both players restart the level.

What do the switches do in The High Jumper?

Switch 1 (lower center): Controls Moving platform 1. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle center): Controls Moving platform 2. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 3 (middle center): Controls Moving platform 3. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 4 (upper center): Controls Moving platform 4. Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave.